Home of the LEDmePlay®. Since 2013.
The LEDmePlayBoy is a handheld variant of the LEDmePlay®. Technically, it is mostly identical and compatible. The same Arduino Mega 2560 is used. Instead of the 6mm pitch (distance between the RGB LEDs) of the original LEDmePlay®, the LEDmePlayBoy uses a compatible matrix with a pitch of 4mm. To control the games, an analog thumb joystick and two fire buttons are used. 8 AA batteries power the device. Of course, also a power supply can be used.
If you want to rebuild the LEDmePlayBoy, the best start is to read the construction manual for the LEDmePlay®. Most of the parts and connections are the same. The list below shows some special parts we suggest for our mobile version. This is no detailed construction manual but more a proposal for a mobile version.
RGB LED matrix 32 * 32 with a 4mm pitch and pixel configuration SMD3528 1R1G1B
Plastic case (should have a depth of 130mm so that the matrix can be mounted and should have enough space for the Arduino Mega, the joystick, two battery boxes, and a speaker.)
Thumb joystick (Search for "Arduino Joystick". Some of these have an inbuilt fire button which is not required.)
Push buttons (for Fire A, Fire B, Reset, and Pause) which can be mounted in the case cover and the rear panel
2 * battery box (e.g. Bopla 46600000 (65 x 65 x 21.5 mm) by Conrad)
There are so many plastic cases on the market. It is not easy to suggest a specific one, because it might be problematic for you to procure it. We bought ours at Conrad. The best might be to print your own if you have the possibility. Plastic cases can easily be tooled with a Dremel or a similar device to cut the holes and windows for buttons, connectors, and the matrix.
The LEDmePlayBoy uses an analog joystick which must be connected with the analog pins of the Arduino Mega. The wiring scheme is the same as for the LEDmePlay® Joypad (Joy 1). For the X-axis we use analog-in 8. For the Y-axis we use analog-in 9. Fire button A is connected with D38. Fire button B is connected with D30 and D32. Additionally, you have to connected D34 and D36 directly with ground, since this indicates use of a "LEDmePlay® Joypad"-compatible controller in our games. Please note that the thumb joystick must be - in comparison to classic joysticks for the LEDmePlay® - connected with the 5V pin of the Arduino (do not forget the ground pin). For the thumb joystick we created a kind of stand from parts of circuit boards and screws with distance sleeves. It must be optimized for the plastic case so that it brings the joystick into the right height. The stand is then mounted to the rear side of the case so that the joysticks peeks out of a hole cut into the front panel (cf. picture below).
The battery boxes must be connected as a parallel circuit. However, the batteries within a box must be connected in series so that their voltage sums up to 6V. With the two parallel 6V packs, there is enough power to run everything (unfortunately not very long, expect 2 hours depending on the batteries). Since the batteries will be empty soon, you might want to use a power supply. We soldered a switch to toggle between batteries and an AC adapter. We know it is a very inelegant solution but it comes without any electronic parts.
Furthermore, our LED matrix showed strange colors at the first try. We found out that the color assignment differs slightly from the matrix type used for the LEDmePlay®. However, this need not necessarily be the case with every matrix with a 4mm pitch. Just check it. There might be many slightly different variants available. Ours must be connected like that:
LEDmePlayBoy running "Invaders"on YouTube channel